fix script adding issues

main
Justin Barnett 2025-03-18 10:41:01 -04:00
parent f90188ed85
commit afff1caa4f
2 changed files with 379 additions and 181 deletions

View File

@ -20,12 +20,40 @@ namespace MCPServer.Editor.Commands
public static object ViewScript(JObject @params)
{
string scriptPath = (string)@params["script_path"] ?? throw new System.Exception("Parameter 'script_path' is required.");
string fullPath = Path.Combine(Application.dataPath, scriptPath);
bool requireExists = (bool?)@params["require_exists"] ?? true;
// Debug to help diagnose issues
Debug.Log($"ViewScript - Original script path: {scriptPath}");
// Handle path correctly to avoid double "Assets" folder issue
string relativePath;
if (scriptPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
{
// If path already starts with Assets/, remove it for local path operations
relativePath = scriptPath.Substring(7);
}
else
{
relativePath = scriptPath;
}
string fullPath = Path.Combine(Application.dataPath, relativePath);
Debug.Log($"ViewScript - Relative path: {relativePath}");
Debug.Log($"ViewScript - Full path: {fullPath}");
if (!File.Exists(fullPath))
{
if (requireExists)
{
throw new System.Exception($"Script file not found: {scriptPath}");
}
else
{
return new { exists = false, message = $"Script file not found: {scriptPath}" };
}
}
return new { content = File.ReadAllText(fullPath) };
return new { exists = true, content = File.ReadAllText(fullPath) };
}
/// <summary>
@ -33,6 +61,8 @@ namespace MCPServer.Editor.Commands
/// </summary>
private static void EnsureScriptsFolderExists()
{
// Never create an "Assets" folder as it's the project root
// Instead create "Scripts" within the existing Assets folder
string scriptsFolderPath = Path.Combine(Application.dataPath, "Scripts");
if (!Directory.Exists(scriptsFolderPath))
{
@ -42,7 +72,7 @@ namespace MCPServer.Editor.Commands
}
/// <summary>
/// Creates a new Unity script file in the Scripts folder
/// Creates a new Unity script file in the specified folder
/// </summary>
public static object CreateScript(JObject @params)
{
@ -52,59 +82,75 @@ namespace MCPServer.Editor.Commands
string template = (string)@params["template"];
string scriptFolder = (string)@params["script_folder"];
string content = (string)@params["content"];
bool overwrite = (bool?)@params["overwrite"] ?? false;
// Ensure script name ends with .cs
if (!scriptName.EndsWith(".cs"))
if (!scriptName.EndsWith(".cs", StringComparison.OrdinalIgnoreCase))
scriptName += ".cs";
// Make sure scriptName doesn't contain path separators - extract base name
scriptName = Path.GetFileName(scriptName);
// Determine the script path
string scriptPath;
// If content is provided, use it directly
if (!string.IsNullOrEmpty(content))
// Handle the script folder parameter
if (string.IsNullOrEmpty(scriptFolder))
{
// Use specified folder or default to Scripts
scriptPath = string.IsNullOrEmpty(scriptFolder) ? "Scripts" : scriptFolder;
// Default to Scripts folder within Assets
scriptPath = "Scripts";
EnsureScriptsFolderExists();
}
else
{
// Use provided folder path
scriptPath = scriptFolder;
// Ensure folder exists
// If scriptFolder starts with "Assets/", remove it for local path operations
if (scriptPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
{
scriptPath = scriptPath.Substring(7);
}
}
// Create the full directory path, avoiding Assets/Assets issue
string folderPath = Path.Combine(Application.dataPath, scriptPath);
Debug.Log($"CreateScript - Script name: {scriptName}");
Debug.Log($"CreateScript - Script path: {scriptPath}");
Debug.Log($"CreateScript - Creating script in folder path: {folderPath}");
// Create directory if it doesn't exist
if (!Directory.Exists(folderPath))
{
try
{
Directory.CreateDirectory(folderPath);
AssetDatabase.Refresh();
}
catch (Exception ex)
{
throw new System.Exception($"Failed to create directory '{scriptPath}': {ex.Message}");
}
}
// Check if script already exists
string fullFilePath = Path.Combine(folderPath, scriptName);
if (File.Exists(fullFilePath) && !overwrite)
{
throw new System.Exception($"Script file '{scriptName}' already exists in '{scriptPath}' and overwrite is not enabled.");
}
try
{
// If content is provided, use it directly
if (!string.IsNullOrEmpty(content))
{
// Create the script file with provided content
string fullPath = Path.Combine(Application.dataPath, scriptPath, scriptName);
File.WriteAllText(fullPath, content);
// Refresh the AssetDatabase
AssetDatabase.Refresh();
return new { message = $"Created script: {Path.Combine(scriptPath, scriptName)}" };
File.WriteAllText(fullFilePath, content);
}
else
{
// Otherwise generate content based on template and parameters
// Ensure Scripts folder exists
EnsureScriptsFolderExists();
// Create namespace-based folder structure if namespace is specified
scriptPath = string.IsNullOrEmpty(scriptFolder) ? "Scripts" : scriptFolder;
if (!string.IsNullOrEmpty(namespaceName))
{
if (scriptPath == "Scripts") // Only modify path if we're using the default
{
scriptPath = Path.Combine(scriptPath, namespaceName.Replace('.', '/'));
}
string namespaceFolderPath = Path.Combine(Application.dataPath, scriptPath);
if (!Directory.Exists(namespaceFolderPath))
{
Directory.CreateDirectory(namespaceFolderPath);
AssetDatabase.Refresh();
}
}
// Create the script content
StringBuilder contentBuilder = new StringBuilder();
// Add using directives
@ -118,33 +164,34 @@ namespace MCPServer.Editor.Commands
contentBuilder.AppendLine("{");
}
// Add class definition
contentBuilder.AppendLine($" public class {Path.GetFileNameWithoutExtension(scriptName)} : {scriptType}");
contentBuilder.AppendLine(" {");
// Add class definition with indent based on namespace
string indent = string.IsNullOrEmpty(namespaceName) ? "" : " ";
contentBuilder.AppendLine($"{indent}public class {Path.GetFileNameWithoutExtension(scriptName)} : {scriptType}");
contentBuilder.AppendLine($"{indent}{{");
// Add default Unity methods based on script type
if (scriptType == "MonoBehaviour")
{
contentBuilder.AppendLine(" private void Start()");
contentBuilder.AppendLine(" {");
contentBuilder.AppendLine(" // Initialize your component here");
contentBuilder.AppendLine(" }");
contentBuilder.AppendLine($"{indent} private void Start()");
contentBuilder.AppendLine($"{indent} {{");
contentBuilder.AppendLine($"{indent} // Initialize your component here");
contentBuilder.AppendLine($"{indent} }}");
contentBuilder.AppendLine();
contentBuilder.AppendLine(" private void Update()");
contentBuilder.AppendLine(" {");
contentBuilder.AppendLine(" // Update your component here");
contentBuilder.AppendLine(" }");
contentBuilder.AppendLine($"{indent} private void Update()");
contentBuilder.AppendLine($"{indent} {{");
contentBuilder.AppendLine($"{indent} // Update your component here");
contentBuilder.AppendLine($"{indent} }}");
}
else if (scriptType == "ScriptableObject")
{
contentBuilder.AppendLine(" private void OnEnable()");
contentBuilder.AppendLine(" {");
contentBuilder.AppendLine(" // Initialize your ScriptableObject here");
contentBuilder.AppendLine(" }");
contentBuilder.AppendLine($"{indent} private void OnEnable()");
contentBuilder.AppendLine($"{indent} {{");
contentBuilder.AppendLine($"{indent} // Initialize your ScriptableObject here");
contentBuilder.AppendLine($"{indent} }}");
}
// Close class
contentBuilder.AppendLine(" }");
contentBuilder.AppendLine($"{indent}}}");
// Close namespace if specified
if (!string.IsNullOrEmpty(namespaceName))
@ -152,14 +199,30 @@ namespace MCPServer.Editor.Commands
contentBuilder.AppendLine("}");
}
// Create the script file in the Scripts folder
string fullFilePath = Path.Combine(Application.dataPath, scriptPath, scriptName);
// Write the generated content to file
File.WriteAllText(fullFilePath, contentBuilder.ToString());
}
// Refresh the AssetDatabase
// Refresh the AssetDatabase to recognize the new script
AssetDatabase.Refresh();
return new { message = $"Created script: {Path.Combine(scriptPath, scriptName)}" };
// Return the relative path for easier reference
string relativePath = scriptPath.Replace('\\', '/');
if (!relativePath.StartsWith("Assets/"))
{
relativePath = $"Assets/{relativePath}";
}
return new {
message = $"Created script: {Path.Combine(relativePath, scriptName).Replace('\\', '/')}",
script_path = Path.Combine(relativePath, scriptName).Replace('\\', '/')
};
}
catch (Exception ex)
{
Debug.LogError($"Failed to create script: {ex.Message}\n{ex.StackTrace}");
throw new System.Exception($"Failed to create script '{scriptName}': {ex.Message}");
}
}
/// <summary>
@ -172,9 +235,26 @@ namespace MCPServer.Editor.Commands
bool createIfMissing = (bool?)@params["create_if_missing"] ?? false;
bool createFolderIfMissing = (bool?)@params["create_folder_if_missing"] ?? false;
string fullPath = Path.Combine(Application.dataPath, scriptPath);
// Handle path correctly to avoid double "Assets" folder
string relativePath;
if (scriptPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
{
// If path already starts with Assets/, remove it for local path operations
relativePath = scriptPath.Substring(7);
}
else
{
relativePath = scriptPath;
}
string fullPath = Path.Combine(Application.dataPath, relativePath);
string directory = Path.GetDirectoryName(fullPath);
// Debug the paths to help diagnose issues
Debug.Log($"UpdateScript - Original script path: {scriptPath}");
Debug.Log($"UpdateScript - Relative path: {relativePath}");
Debug.Log($"UpdateScript - Full path: {fullPath}");
// Check if file exists, create if requested
if (!File.Exists(fullPath))
{
@ -252,6 +332,7 @@ namespace MCPServer.Editor.Commands
{
string objectName = (string)@params["object_name"] ?? throw new System.Exception("Parameter 'object_name' is required.");
string scriptName = (string)@params["script_name"] ?? throw new System.Exception("Parameter 'script_name' is required.");
string scriptPath = (string)@params["script_path"]; // Optional
// Find the target object
GameObject targetObject = GameObject.Find(objectName);
@ -259,35 +340,119 @@ namespace MCPServer.Editor.Commands
throw new System.Exception($"Object '{objectName}' not found in scene.");
// Ensure script name ends with .cs
if (!scriptName.EndsWith(".cs"))
if (!scriptName.EndsWith(".cs", StringComparison.OrdinalIgnoreCase))
scriptName += ".cs";
// Remove the path from the scriptName if it contains path separators
string scriptFileName = Path.GetFileName(scriptName);
string scriptNameWithoutExtension = Path.GetFileNameWithoutExtension(scriptFileName);
// Find the script asset
string[] guids = AssetDatabase.FindAssets(Path.GetFileNameWithoutExtension(scriptName));
if (guids.Length == 0)
throw new System.Exception($"Script '{scriptName}' not found in project.");
string[] guids;
// Get the script asset
string scriptPath = AssetDatabase.GUIDToAssetPath(guids[0]);
if (!string.IsNullOrEmpty(scriptPath))
{
// If a specific path is provided, try that first
if (File.Exists(Path.Combine(Application.dataPath, scriptPath.Replace("Assets/", ""))))
{
// Use the direct path if it exists
MonoScript scriptAsset = AssetDatabase.LoadAssetAtPath<MonoScript>(scriptPath);
if (scriptAsset == null)
throw new System.Exception($"Failed to load script asset: {scriptName}");
// Get the script type
if (scriptAsset != null)
{
System.Type scriptType = scriptAsset.GetClass();
if (scriptType == null)
throw new System.Exception($"Script '{scriptName}' does not contain a valid MonoBehaviour class.");
// Add the component
if (scriptType != null)
{
try
{
// Try to add the component
Component component = targetObject.AddComponent(scriptType);
if (component == null)
throw new System.Exception($"Failed to add component of type {scriptType.Name} to object '{objectName}'.");
if (component != null)
{
return new
{
message = $"Successfully attached script '{scriptName}' to object '{objectName}'",
message = $"Successfully attached script '{scriptFileName}' to object '{objectName}'",
component_type = scriptType.Name
};
}
}
catch (Exception ex)
{
Debug.LogError($"Error attaching script component: {ex.Message}");
throw new System.Exception($"Failed to add component: {ex.Message}");
}
}
}
}
}
// Use the file name for searching if direct path didn't work
guids = AssetDatabase.FindAssets(scriptNameWithoutExtension + " t:script");
if (guids.Length == 0)
{
// Try a broader search if exact match fails
guids = AssetDatabase.FindAssets(scriptNameWithoutExtension);
if (guids.Length == 0)
throw new System.Exception($"Script '{scriptFileName}' not found in project.");
}
// Check each potential script until we find one that can be attached
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
// Filter to only consider .cs files
if (!path.EndsWith(".cs", StringComparison.OrdinalIgnoreCase))
continue;
// Double check the file name to avoid false matches
string foundFileName = Path.GetFileName(path);
if (!string.Equals(foundFileName, scriptFileName, StringComparison.OrdinalIgnoreCase) &&
!string.Equals(Path.GetFileNameWithoutExtension(foundFileName), scriptNameWithoutExtension, StringComparison.OrdinalIgnoreCase))
continue;
MonoScript scriptAsset = AssetDatabase.LoadAssetAtPath<MonoScript>(path);
if (scriptAsset == null)
continue;
System.Type scriptType = scriptAsset.GetClass();
if (scriptType == null || !typeof(MonoBehaviour).IsAssignableFrom(scriptType))
continue;
try
{
// Check if component is already attached
if (targetObject.GetComponent(scriptType) != null)
{
return new
{
message = $"Script '{scriptNameWithoutExtension}' is already attached to object '{objectName}'",
component_type = scriptType.Name
};
}
// Add the component
Component component = targetObject.AddComponent(scriptType);
if (component != null)
{
return new
{
message = $"Successfully attached script '{scriptFileName}' to object '{objectName}'",
component_type = scriptType.Name,
script_path = path
};
}
}
catch (Exception ex)
{
Debug.LogError($"Error attaching script '{path}': {ex.Message}");
// Continue trying other matches instead of failing immediately
}
}
// If we've tried all possibilities and nothing worked
throw new System.Exception($"Could not attach script '{scriptFileName}' to object '{objectName}'. No valid script found or component creation failed.");
}
}
}

View File

@ -6,22 +6,35 @@ def register_script_tools(mcp: FastMCP):
"""Register all script-related tools with the MCP server."""
@mcp.tool()
def view_script(ctx: Context, script_path: str) -> str:
def view_script(ctx: Context, script_path: str, require_exists: bool = True) -> str:
"""View the contents of a Unity script file.
Args:
ctx: The MCP context
script_path: Path to the script file relative to the Assets folder
require_exists: Whether to raise an error if the file doesn't exist (default: True)
Returns:
str: The contents of the script file or error message
"""
try:
# Normalize script path to ensure it has the correct format
if not script_path.startswith("Assets/"):
script_path = f"Assets/{script_path}"
# Debug to help diagnose issues
print(f"ViewScript - Using normalized script path: {script_path}")
# Send command to Unity to read the script file
response = get_unity_connection().send_command("VIEW_SCRIPT", {
"script_path": script_path
"script_path": script_path,
"require_exists": require_exists
})
return response.get("content", "Script not found")
if response.get("exists", True):
return response.get("content", "Script contents not available")
else:
return response.get("message", "Script not found")
except Exception as e:
return f"Error viewing script: {str(e)}"
@ -32,7 +45,9 @@ def register_script_tools(mcp: FastMCP):
script_type: str = "MonoBehaviour",
namespace: str = None,
template: str = None,
overwrite: bool = False
script_folder: str = None,
overwrite: bool = False,
content: str = None
) -> str:
"""Create a new Unity script file.
@ -42,33 +57,59 @@ def register_script_tools(mcp: FastMCP):
script_type: Type of script (e.g., MonoBehaviour, ScriptableObject)
namespace: Optional namespace for the script
template: Optional custom template to use
script_folder: Optional folder path within Assets to create the script
overwrite: Whether to overwrite if script already exists (default: False)
content: Optional custom content for the script
Returns:
str: Success message or error details
"""
try:
# First check if a script with this name already exists
unity = get_unity_connection()
# Determine script path based on script_folder parameter
if script_folder:
# Use provided folder path
# Normalize the folder path first
if script_folder.startswith("Assets/"):
normalized_folder = script_folder
else:
normalized_folder = f"Assets/{script_folder}"
# Create the full path
if normalized_folder.endswith("/"):
script_path = f"{normalized_folder}{script_name}.cs"
else:
script_path = f"{normalized_folder}/{script_name}.cs"
# Debug to help diagnose issues
print(f"CreateScript - Folder: {script_folder}")
print(f"CreateScript - Normalized folder: {normalized_folder}")
print(f"CreateScript - Script path: {script_path}")
else:
# Default to Scripts folder when no folder is provided
script_path = f"Assets/Scripts/{script_name}.cs"
print(f"CreateScript - Using default script path: {script_path}")
# Try to view the script to check if it exists
existing_script_response = unity.send_command("VIEW_SCRIPT", {
"script_path": script_path
})
# If the script exists and overwrite is False, return a message
if "content" in existing_script_response and not overwrite:
return f"Script '{script_name}.cs' already exists. Use overwrite=True to replace it."
# Send command to Unity to create the script
response = unity.send_command("CREATE_SCRIPT", {
# Send command to Unity to create the script directly
# The C# handler will handle the file existence check
params = {
"script_name": script_name,
"script_type": script_type,
"namespace": namespace,
"template": template,
"overwrite": overwrite
})
}
# Add script_folder if provided
if script_folder:
params["script_folder"] = script_folder
# Add content if provided
if content:
params["content"] = content
response = unity.send_command("CREATE_SCRIPT", params)
return response.get("message", "Script created successfully")
except Exception as e:
return f"Error creating script: {str(e)}"
@ -96,9 +137,19 @@ def register_script_tools(mcp: FastMCP):
try:
unity = get_unity_connection()
# Normalize script path to ensure it has the correct format
# Make sure the path starts with Assets/ but not Assets/Assets/
if not script_path.startswith("Assets/"):
script_path = f"Assets/{script_path}"
# Debug to help diagnose issues
print(f"UpdateScript - Original path: {script_path}")
# Parse script path (for potential creation)
script_name = script_path.split("/")[-1].replace(".cs", "")
script_folder = "/".join(script_path.split("/")[:-1])
script_name = script_path.split("/")[-1]
if not script_name.endswith(".cs"):
script_name += ".cs"
script_path = f"{script_path}.cs"
if create_if_missing:
# When create_if_missing is true, we'll just try to update directly,
@ -183,52 +234,29 @@ def register_script_tools(mcp: FastMCP):
if not script_name.lower().endswith(".cs"):
script_name = f"{script_name}.cs"
# Determine the full script path
if script_path is None:
# Use default Scripts folder if no path provided
script_path = f"Assets/Scripts/{script_name}"
elif not script_path.endswith(script_name):
# Remove any path information from script_name if it contains slashes
script_basename = script_name.split('/')[-1]
# Determine the full script path if provided
if script_path is not None:
# Ensure script_path starts with Assets/
if not script_path.startswith("Assets/"):
script_path = f"Assets/{script_path}"
# If path is just a directory, append the script name
if not script_path.endswith(script_basename):
if script_path.endswith("/"):
script_path = f"{script_path}{script_name}"
script_path = f"{script_path}{script_basename}"
else:
script_path = f"{script_path}/{script_name}"
# Check if the script exists by trying to view it
existing_script_response = unity.send_command("VIEW_SCRIPT", {
"script_path": script_path
})
if "content" not in existing_script_response:
# If not found at the specific path, try to search for it in the project
script_found = False
try:
# Search in the entire Assets folder
script_assets = unity.send_command("LIST_SCRIPTS", {
"folder_path": "Assets"
}).get("scripts", [])
# Look for matching script name in any folder
matching_scripts = [path for path in script_assets if path.endswith(f"/{script_name}") or path == script_name]
if matching_scripts:
script_path = matching_scripts[0]
script_found = True
if len(matching_scripts) > 1:
return f"Multiple scripts named '{script_name}' found in the project. Please specify script_path parameter."
except:
pass
if not script_found:
return f"Script '{script_name}' not found in the project."
script_path = f"{script_path}/{script_basename}"
# Check if the script is already attached
object_props = unity.send_command("GET_OBJECT_PROPERTIES", {
"name": object_name
})
# Extract script name without .cs and without path
script_class_name = script_name.replace(".cs", "")
# Extract script name without .cs and without path for component type checking
script_class_name = script_basename.replace(".cs", "")
# Check if component is already attached
components = object_props.get("components", [])
@ -237,11 +265,16 @@ def register_script_tools(mcp: FastMCP):
return f"Script '{script_class_name}' is already attached to '{object_name}'."
# Send command to Unity to attach the script
response = unity.send_command("ATTACH_SCRIPT", {
params = {
"object_name": object_name,
"script_name": script_name,
"script_path": script_path
})
"script_name": script_basename
}
# Add script_path if provided
if script_path:
params["script_path"] = script_path
response = unity.send_command("ATTACH_SCRIPT", params)
return response.get("message", "Script attached successfully")
except Exception as e:
return f"Error attaching script: {str(e)}"